Clipping multiple images in HTML5 canvas - javascript

I am working on HTML5 canvas with image manipulation. In my canvas I have number of images. When I want to clip the images individually. But when I clip one image by creating a shape and use clip() function, it is working fine. But the problem arise when I try to clip another image using the same method. As the canvas stored the previous shape it will concatenate with the new one and clip the second image accordingly. I want destroy the previous shape. Please note that I can't use the clearRect() to clear the canvas as my previous clipped image is there.
Please ref the link :
Demo Problem
In the link drag the image into canvas predefined layer and drag the image around. You can clearly see that the image got clipped properly if it try to go out of the border.
Now drag another image into the canvas in a different box. Now you can see the clipping is not functioning properly.
Here what I have done in the script :
JS Script
Here the JSFiddle Link
JSFiddle Link
Can you help me to fix this issue?
It will be helpful if you find another way to clear the previous shape.
Thanks in advance.

I have fix the issue by own. The canvas doesn't provide the multiple image clip option. So if you want to clip multiple image in your canvas you have to use your own clip function. Just clear the area by clearRect() of the canvas outside your selection. Iterate this process for each image and you are done !
Solution Link :
Solution Demo
JS Script Link :
JS Script
Thanks.

The best solution I could find is to use a hidden canvas, and draw to that, then use the putImageData method onto your main canvas.
var c = document.getElementById("myCanvas");
var ctemp = document.getElementById("myCanvasTemp");
var ctx = c.getContext("2d");
var ctxTemp = ctemp.getContext("2d");
ctxTemp.fillStyle = "red";
ctxTemp.fillRect(10, 10, 50, 50);
ctxTemp.fillStyle = "blue";
ctxTemp.fillRect(20, 20, 50, 50);
function copy() {
var imgData = ctxTemp.getImageData(10, 20, 50, 10);
ctx.putImageData(imgData, 10, 10);
}
<canvas id="myCanvas" width="300" height="150" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
<canvas id="myCanvasTemp" width="300" height="150" style="display:none;">
Your browser does not support the HTML5 canvas tag.</canvas>
<br /><br />
<br />
<button onclick="copy()">Copy</button>

Related

Grid with clicable irregular shapes

I'm having a bit of trouble here to develop this functionality since it must work on IE9+ so css clip-path is not an option ( http://caniuse.com/#feat=css-clip-path ).
The issue:
I need to create a grid composed of 6 elements.
Each element is an image.
The images can be different according to user answers before getting to the grid page.
Eeach element / image must be clicable and will acquire a "selected" class that will overlay div with text and background image.
image:
What is the best way to achieve this?
One way to do this could be to save out each combination of the six images you require into one big image. Then, depending on the user's answer combination, you insert the corresponding image as a background-image of a div. You then overlay click-able hotspots within the same div that roughly correlate to the dividing edges.
This may however not be the most practical solution and largely depends on how many answers/images you are dealing with.
Alternatively you could draw SVG shapes and set their fills to the images you require.
I can recommend Raphael.js as a starting point. You should be able to find what you need in the documentation
Another option would be to use HTML5 canvas:
http://jsfiddle.net/julienbidoret/GKP7X/1/
(credit goes to julienbidoret for the jsfiddle)
Javascript:
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');
var img = document.createElement('IMG');
img.onload = function () {
ctx.save();
ctx.beginPath();
ctx.moveTo(20, 0);
ctx.lineTo(240, 0);
ctx.lineTo(220, 240);
ctx.lineTo(0, 240);
ctx.closePath();
ctx.clip();
ctx.drawImage(img, 0, 0);
ctx.restore();
}
img.src = "http://upload.wikimedia.org/wikipedia/commons/2/2b/Clouds.JPG";
HTML:
<canvas id="c" width="300" height="300" ></canvas>
Both SVG and canvas are supported in IE9.

How overlay image over a cup using html5 canvas

I am new to HTML5 canvas. I have a image of a cup, I am rendered that in canvas.
This is image of cup :
Now I am trying render another image (My photo that is in normal rectangular size) in upload your design area of this image. How can I render this image which looks like that image on cup?
I want to get the final image like this :
I am uses canvas element to upload the image.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="400" height="400" style="border:5px solid #c3c3c3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script src="js/test.js" type="text/javascript"></script>
</body>
</html>
JS
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var imageObj = new Image();
var x = 0;
var y = 0;
var width = 290;
var height = 297;
imageObj.onload = function() {
context.drawImage(imageObj, x, y);
};
imageObj.src = 'images/cup.jpg';
You want your second image to "warp" and appear as if it's wrapped around the cup.
You cannot warp your second image into a curved image using "out-of-the-box" context 2d
Using html Canvas 2d Context, you can only do quadrilateral skewing. Therefore, after skewing an image each opposing side will always be parallel.
Therefore, you cannot get your image to warp into a curved image using "out-of-the-box" context 2d.
A few workarounds...You can use an offscreen temporary canvas to "warp" your second image into a curve. Then you can draw that curved image on top of the cup image using context.drawImage. Here are 2 alternatives that let you "fake" curvature of an image.
Alternative #1: Texture Mapping
You can use texture mapping to apply perspective curvature to your second image:
http://archive.gamedev.net/archive/reference/articles/article852.html
Alternative #2: Vertically slice and stretch
You can vertically slice your second image to create perspective curvature. You can use the resizing capability of context.drawImage to "stretch" pixels into your curved shape like in this previously Stackoverflow answer: How to make rooftext effect and valley text effect in HTML5 (or Fabric.js)
jsfiddle.net/AbdiasSoftware/e8hZy/

How can I capture the background of HTML5 Canvas when using toDataURL("image/png")?

I'm creating a collage making application.
This is the code of Canvas. The image is appearing in the background of canvas.
<canvas id="c" width="800" height="600" style="left: -300px; background-image: url('_include/img/Images/rainy_day-1366x768.jpg');"></canvas>
But, when I click on Create Collage button the background is transparent. How can I capture the canvas with background image?
Button click code:
function convertCanvasToImage() {
var canvas = document.getElementById('c');
var image_src = canvas.toDataURL("image/jpeg");
window.open(image_src);
}
I've referred the similar questions and found that we can use or and place Canvas over it. I'm not getting how can I implement that and when I will click on Create Collage button, its gonna capture the background? I'm not sure about it. I'm using Fabric.js
Thanks for any help.
You can't! CSS backgrounds are not part of the canvas (just the element as any background to other elements).
You you need to draw the background onto the canvas instead of using it as a CSS background as this is the only data captured by toDataURL().
If you are using clearRect or fillRect to update the canvas you can consider using drawImage instead with the background image.
Better to use html2canvas script.
The code look like this.
html2canvas($("#c"), {
onrendered: function(canvas) {
var Image1 = canvas.toDataURL("image/jpeg");
window.open(Image1);
}

How to delete an instance of an image in Javascript

In my program I am drawing an image the canvas multiple times. My code looks something lik this:
<img id="image1" src="image1.png" width="200" height="100" hidden ="hidden">
<script type ="text/javascript">
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext('2d');
ctx.drawImage(image1, 50, 50, 200, 100);
ctx.drawImage(image1, 100, 100, 200, 100);
<script/>
My questions is, is it possible to delete just one instance of this image? For instance just delete the image drawn at 100,100 and leave the one at 50,50?
The moment you draw something to a canvas it stops being an independent object and becomes a bunch of pixels on a canvas. The information that these pixels together form a larger object is lost. You could remove it by using context.clearRect, but that will also erase anything else which is drawn on the same area, so it won't do what you want when the image overlaps with other content.
I would recommend you to clear the whole canvas and draw the whole scene again without the image.
Another option is to use multiple canvas'es as layers by placing them on top of each other using CSS positioning. That way any transparent pixels on the top canvas will show the content of the canvas below. This allows you to erase parts of one canvas without affecting the content of the canvas above or below it.

possible to render canvas drawing into div?

I am trying to draw a shape on an HTML5 canvas but have the shape appear in a div (that can be manipulated by javascript). How can i do this? I would post code but i dont even know where to start with this. Please help.
To clarify: i want the shapes rendered on the canvas to be placed in divs. Sorry for any confusion.
Mozilla Drawing: https://developer.mozilla.org/en/Canvas_tutorial/Drawing_shapes
<div>
<canvas id="my_canvas"></canvas>
</div>
<script>
var canvas = document.getElementById('my_canvas');
// Set width height. You should probably use the width/height of the div.
canvas.width = 300;
canvas.height = 300;
var ctx = canvas.getContext('2d');
// Draw something with ctx.....
// ....
</script>
You could use the library Canvas2Image. It will allow you to convert what's on the Canvas into an image. There are some quirks on a per browser basis, but it is the closest thing to what you want to do without having to put many canvas elements on your page that you update in tandem.

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